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<title>godot.git/scene/2d/canvas_item.cpp, branch 2.1.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/2d/canvas_item.cpp?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/canvas_item.cpp?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d598833d2e284b57458ade9d27b9433588339ef'/>
<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix return statement in CanvasItem::get_global_transform_with_canvas</title>
<updated>2017-05-12T17:54:54Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-05-12T17:54:50Z</published>
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<id>urn:sha1:e7328fe5a0037cb68409dd609cb79093224d964b</id>
<content type='text'>
Thanks to @susnux for the report and patch in #5446.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
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<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Able to change visibility when ancestor node is hidden</title>
<updated>2017-01-12T18:15:28Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2016-12-28T05:27:27Z</published>
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<id>urn:sha1:580031e6f54413911d01de29c5517ca3108b708b</id>
<content type='text'>
(cherry picked from commit 792ff11642c0bd0d2c2c647a2cc4d828f47d35d0)
</content>
</entry>
<entry>
<title>Conversion function for screen coords to local Canvas coords</title>
<updated>2016-07-10T23:06:57Z</updated>
<author>
<name>Kyle Luce</name>
</author>
<published>2016-05-28T07:31:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=605193b22fc61913d00b4ba4801c0283646b3a00'/>
<id>urn:sha1:605193b22fc61913d00b4ba4801c0283646b3a00</id>
<content type='text'>
- Useful if you need to Convert screen coords to the coordinate space of a
  CanvasItem, but don't have an associated InputEvent to use in
  #make_event_local.

For example, if you have a particular point on the screen you'd like to project
into World Space, for various reasons, you would use this function on the root
of the scene. This is analogous to ray casting from screen space in 3D.
</content>
</entry>
<entry>
<title>Properly deliver localized coordinates when passing gui events through parents, closes #4215</title>
<updated>2016-06-27T13:00:36Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-27T12:59:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=47d6cc08bbd745d63829e02ae408c4ce09ce1299'/>
<id>urn:sha1:47d6cc08bbd745d63829e02ae408c4ce09ce1299</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ability to set draw transform as a matrix, closes #5428</title>
<updated>2016-06-26T16:01:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-26T16:01:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=130b83bc527b90448a36f8d6357183d29c837cd5'/>
<id>urn:sha1:130b83bc527b90448a36f8d6357183d29c837cd5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename CanvasItem.edit_get() to edit_get_state()</title>
<updated>2016-06-23T20:59:37Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-06-23T20:59:28Z</published>
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<id>urn:sha1:b06d235ce8634167cc1c37814f915e06ec0fa326</id>
<content type='text'>
This makes more sense of what it does and correlates to edit_set_state()
</content>
</entry>
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